Saturday, January 28, 2006

Homework for Feb 1.

Reading Number 1- Semiotics for Beginners
1.The general gist of this reading was that signs are everywhere in human culture. The reasons these signs work is because as a society we have attributed meaning to these signs and have passed the meanings of these signs on around the world and to future generations.

2.For this reading I chose this sentence: "We interpret things as signs largely unconsciously by relating them to familiar systems of conventions." I found this to be a very thought provoking statement because until now I never realized how true it was. Everyday I walk by signs and don't have to stop and read them. If you see a bright red octagon on the corner of the street, you know that means stop. It's also really odd to think of how many things I can think of based entirely off a sign, such as a corporate logo, and how signs can trigger all sorts of other thoughts and feelings. For example, if you see the Nike " Swoosh" logo you not only think of shoes, but of sports, the athletes that play them and maybe even your own memories of playing a sport. In conclusion, this sustenance stood out the most to me because it made me realize just how important signs are to humanity.

Reading Number 2- Abstraction in the Video Game.
1. This reading points out that over the thirty plus years that video games have existed they have moved from abstract objects (a triangle for a space ship for example) to more realistic characters in video games (Such as Mario or Sonic) The author also says that this move is because as games have been accepted by the mass audience, the general public wants and needs to feel a connection to the game to enjoy it.

2. The thing I found most interesting in this article is this statement: "Even in abstract game we can find them; Pac-Man and Q*Bert and their sequels are character-based, although both are still very abstract and personify their characters through cabinet art, the cut scenes in Pac-Man, and embedded names that suggest personhood (“man" and "Bert"). I thought this was interesting observation and in a way makes this author's point make sense. For most of the article he is himself very abstract in his statements on how humans relate to games, but with this statement he becomes very clear to me. Humans need to feel a connection with something in the real world, and this is much easier to do in any other form of mass media. Humans recognize other humans and real world places in movies, relate to the sound of the human voice in a piece of music, but in games for a long time due to technical limitations on how they were created, game makers had to rely on methods like the ones stated above. The author is saying that for games to become accepted in the mainstream they need to have the ability to create an environment where the player feels comfortable and can associate the situation with something they know.

Reading Number 3- Semiotic Domains
1. This reading is primarily about how videogames can be used as learning tools for other areas of life. The author specifically mentions that simulation games like "SimCity" can be effective learning tools because in a way a person is unaware they are learning.

2. The most interesting thing I found in this reading was at the end when he states: " I am convinced that playing video games actively and critically is not " a waste of time." I found this to be a very enlightened way of thinking. As I am sure everyone in this class has at one time heard that playing games are rotting their brains or wasting time. I think this is because as generations before us have not had the wide variety of media available to us think that anything that is isn't reading out of a book in a class room is wasteful and not actual learning. I think that games are a valuable learning tool and this fact has been proven as far back as the early 80's when the Army ordered a custom version of Atari's tank game " Battlezone." I think games are effective because, let's face it, people hate to learn. This comes from the fact that most people associate learning with sitting in a classroom and reading out of a book. Games break through this because people are having fun and don't even think about what they are learning. Simulation games are specifically mentioned in this article and they teach things like time and resource management and planning but since it's in a game context more people are willing to sit and learn how the economy in " Sim City" works then cracking open a text book and reading about supply and demand.


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